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Offline Wesp5

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Re: Action lines in .dlg files
« Reply #15 on: January 18, 2017, 09:00:08 pm »
Because if there are bugs, mistakes etc. in some conditions, I just wanna know that OK, you can't get to this line without installing unofficial patch.

I would guess that there are hundreds of line that you couldn't get before using the patch. It's one of the things that I am fixing for years...

Offline Fatalist

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Re: Action lines in .dlg files
« Reply #16 on: January 18, 2017, 09:04:56 pm »
It doesn't matter. The question is about how it works. No matter what patch it is.
Another example. jack_tutorial.dlg. In the end of this file we have lines 1064 and 1065 with G.Tut_Jack == 1 and G.Tutorial_Blueblood == 0 and G.Tut_Jack == 1 and G.Tutorial_Blueblood == 1 conditions respectively. Those are dialogue "starters" and they lead to lines 136 and 141 respectively. But! Lines 136 and 141 just don't have G.Tutorial_Blueblood in condition column. Those lines don't have any conditions at all! So how the game sees a redirect to those lines if those lines (136 and 141) don't have any conditions? It's probably not only .dlg files. It's somewhere else. I found G.Tutorial_Blueblood text with Total Commander in several files: sp_tutorial_1.bsp in maps folder, also in sp_tutorial_1.HL1 in SAVE folder, tutorial.py in python => tutorial. But it doesn't explain how the game gets you to line 136 or 141, 'cause still, those lines doesn't have any conditions (but it still works somehow).
« Last Edit: January 18, 2017, 09:08:16 pm by Fatalist »

Offline Icicle

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Re: Action lines in .dlg files
« Reply #17 on: January 18, 2017, 09:09:25 pm »
It doesn't matter. The question is about how it works. No matter what patch it is.
Another example. jack_tutorial.dlg. In the end of this file we have lines 1064 and 1065 with G.Tut_Jack == 1 and G.Tutorial_Blueblood == 0 and G.Tut_Jack == 1 and G.Tutorial_Blueblood == 1 conditions respectively. Those are dialogue "starters" and they lead to lines 136 and 141 respectively. But! Lines 136 and 141 just don't have G.Tutorial_Blueblood in condition column. Those line don't have any conditions at all! So how the game sees a redirect to those lines if those lines (136 and 141) don't have any conditions? It's probably not only .dlg files. It's somewhere else. I found G.Tutorial_Blueblood = 1 text with Total Commander in several files: sp_tutorial_1.bsp in maps folder, also in sp_tutorial_1.HL1 in SAVE folder, tutorial.py in python => tutorial. But it doesn't explain how the game gets you to line 136 or 141, 'cause still, those lines doesn't have any conditions.

Read the MOD Dev guide on dialog files and please read people's answers to your queries more carefully.

You just aren't getting it all right?

At the bottom of DLG files are some conditions that can choose where the dialog begins. Check there. You should have noticed this already, all it takes is a pair of eyeballs to see what it says in the line.

As for the game setting different G variables without console, YOU have to figure that out, because it's different between patches, you're using an old patch, and the means the game comes to deciding which variables get set when, will vary depending on patch version.

All kinds of things can set these variables; triggers, python scripts, other dialog files, etc. etc.

Nobody is going to delve deeply into an ancient patch for you, and puzzle out how the game mechanics are setting these variables.

Either learn how to become competent at this stuff yourself by picking up the SDK and Mod Dev guide like everyone else, or just at least read and accept our answers instead of arguing everything and repeating yourself over and over man...

Offline Fatalist

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Re: Action lines in .dlg files
« Reply #18 on: January 18, 2017, 09:20:48 pm »
"At the bottom of DLG files are some conditions that can choose where the dialog begins. Check there. You should have noticed this already, all it takes is a pair of eyeballs to see what it says in the line."
In my example line 1064 says G.Tutorial_Blueblood == 0 and G.Tut_Jack == 1 is redirects you to line 136, and line 1065 says G.Tut_Jack == 1 and G.Tutorial_Blueblood == 1 and redirects you to line 141. But for that lines 136 and 141 need G.Tutorial_Blueblood in condition. But 136 and 141 lines' conditions and actions are just blank. So the question was how the game still works without conditions in those lines.

I just want to understand how it works in official patch. Those who creates patches usually knows how it works in original. 'Cause that's what they patched.

Offline Icicle

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Re: Action lines in .dlg files
« Reply #19 on: January 18, 2017, 09:23:27 pm »
"At the bottom of DLG files are some conditions that can choose where the dialog begins. Check there. You should have noticed this already, all it takes is a pair of eyeballs to see what it says in the line."
In my example line 1064 says G.Tutorial_Blueblood == 0 and G.Tut_Jack == 1 is redirects you to line 136, and line 1065 says G.Tut_Jack == 1 and G.Tutorial_Blueblood == 1 and redirects you to line 141. But for that lines 136 and 141 need G.Tutorial_Blueblood in condition. But 136 and 141 lines' conditions and actions are just blank. So the question was how the game still works without conditions in those lines.

I just want to understand how it works in official patch. Those who creates patches usually knows how it works in original. 'Cause that's what they patched.

Ya, the MOD Dev guide explains this, it would take you 60 seconds to look it up.

Lines that have # as their next line are the NPC. The responses the player give are read from the subsequent lines until a maximum number of responses has been obtained, or until it reaches another line that has # at which point it stops.

So if a line has no conditions, it always happens, as long as the dialog has been running from the point just before that line.

Ergo if a line you respond with jumps to an NPC response on a different line, the lines after the line of that next NPC response will be the responses, and only the ones with conditional parameters that prove false WON'T be displayed.

Again, read. the. Mod. Dev. guide. We all did, why can't you take the time to do it?

Offline atrblizzard

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Re: Action lines in .dlg files
« Reply #20 on: January 19, 2017, 11:34:47 am »
Usually in dialogs you always need a starting condition. These are usually triggered by the first line (line #1). With the exception if there are other starting conditions that overwrite this. As Icicle said, lines that have # in front are the NPC dialog lines, whereas the following lines before the empty breaks are the player choice dialogs.

Dialogs that have a linked line will always happen, those that do not will simply end the conversation. These lines can contain conditions and/or actions, which would only show up if those conditions are met.

As for where these conditions are triggered, they can be triggered from the dialog itself or from the map itself, either by an entity or a python script that gets executed by it.

There's also another dialog tool that might also help you understand it a bit better, at least visually through VTMBedit inside the DLG tab.

Unrelated, have been working on a node based dialog editor for an unannounced project, mostly basing the structure to Bloodlines' but with some major upcoming changes, including a powerful condition and action event.


 

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